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com.amazonaws.services.gamelift.model.PlayerSession Maven / Gradle / Ivy

/*
 * Copyright 2017-2022 Amazon.com, Inc. or its affiliates. All Rights Reserved.
 * 
 * Licensed under the Apache License, Version 2.0 (the "License"). You may not use this file except in compliance with
 * the License. A copy of the License is located at
 * 
 * http://aws.amazon.com/apache2.0
 * 
 * or in the "license" file accompanying this file. This file is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
 * CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions
 * and limitations under the License.
 */
package com.amazonaws.services.gamelift.model;

import java.io.Serializable;
import javax.annotation.Generated;
import com.amazonaws.protocol.StructuredPojo;
import com.amazonaws.protocol.ProtocolMarshaller;

/**
 * 

* Represents a player session. Player sessions are created either for a specific game session, or as part of a game * session placement or matchmaking request. A player session can represents a reserved player slot in a game session * (when status is RESERVED) or actual player activity in a game session (when status is * ACTIVE). A player session object, including player data, is automatically passed to a game session when * the player connects to the game session and is validated. After the game session ends, player sessions information is * retained for 30 days and then removed. *

*

* Related actions *

*

* CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | * StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task *

* * @see AWS API * Documentation */ @Generated("com.amazonaws:aws-java-sdk-code-generator") public class PlayerSession implements Serializable, Cloneable, StructuredPojo { /** *

* A unique identifier for a player session. *

*/ private String playerSessionId; /** *

* A unique identifier for a player that is associated with this player session. *

*/ private String playerId; /** *

* A unique identifier for the game session that the player session is connected to. *

*/ private String gameSessionId; /** *

* A unique identifier for the fleet that the player's game session is running on. *

*/ private String fleetId; /** *

* The Amazon Resource Name (ARN) * associated with the GameLift fleet that the player's game session is running on. *

*/ private String fleetArn; /** *

* A time stamp indicating when this data object was created. Format is a number expressed in Unix time as * milliseconds (for example "1469498468.057"). *

*/ private java.util.Date creationTime; /** *

* A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as * milliseconds (for example "1469498468.057"). *

*/ private java.util.Date terminationTime; /** *

* Current status of the player session. *

*

* Possible player session statuses include the following: *

*
    *
  • *

    * RESERVED -- The player session request has been received, but the player has not yet connected to the * server process and/or been validated. *

    *
  • *
  • *

    * ACTIVE -- The player has been validated by the server process and is currently connected. *

    *
  • *
  • *

    * COMPLETED -- The player connection has been dropped. *

    *
  • *
  • *

    * TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated * within the timeout limit (60 seconds). *

    *
  • *
*/ private String status; /** *

* The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and * port number. *

*/ private String ipAddress; /** *

* The DNS identifier assigned to the instance that is running the game session. Values have the following format: *

*
    *
  • *

    * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com. *

    *
  • *
  • *

    * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.) *

    *
  • *
*

* When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP * address. *

*/ private String dnsName; /** *

* Port number for the game session. To connect to a Amazon Web Services server process, an app needs both the IP * address and port number. *

*/ private Integer port; /** *

* Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as * needed for use in the game. *

*/ private String playerData; /** *

* A unique identifier for a player session. *

* * @param playerSessionId * A unique identifier for a player session. */ public void setPlayerSessionId(String playerSessionId) { this.playerSessionId = playerSessionId; } /** *

* A unique identifier for a player session. *

* * @return A unique identifier for a player session. */ public String getPlayerSessionId() { return this.playerSessionId; } /** *

* A unique identifier for a player session. *

* * @param playerSessionId * A unique identifier for a player session. * @return Returns a reference to this object so that method calls can be chained together. */ public PlayerSession withPlayerSessionId(String playerSessionId) { setPlayerSessionId(playerSessionId); return this; } /** *

* A unique identifier for a player that is associated with this player session. *

* * @param playerId * A unique identifier for a player that is associated with this player session. */ public void setPlayerId(String playerId) { this.playerId = playerId; } /** *

* A unique identifier for a player that is associated with this player session. *

* * @return A unique identifier for a player that is associated with this player session. */ public String getPlayerId() { return this.playerId; } /** *

* A unique identifier for a player that is associated with this player session. *

* * @param playerId * A unique identifier for a player that is associated with this player session. * @return Returns a reference to this object so that method calls can be chained together. */ public PlayerSession withPlayerId(String playerId) { setPlayerId(playerId); return this; } /** *

* A unique identifier for the game session that the player session is connected to. *

* * @param gameSessionId * A unique identifier for the game session that the player session is connected to. */ public void setGameSessionId(String gameSessionId) { this.gameSessionId = gameSessionId; } /** *

* A unique identifier for the game session that the player session is connected to. *

* * @return A unique identifier for the game session that the player session is connected to. */ public String getGameSessionId() { return this.gameSessionId; } /** *

* A unique identifier for the game session that the player session is connected to. *

* * @param gameSessionId * A unique identifier for the game session that the player session is connected to. * @return Returns a reference to this object so that method calls can be chained together. */ public PlayerSession withGameSessionId(String gameSessionId) { setGameSessionId(gameSessionId); return this; } /** *

* A unique identifier for the fleet that the player's game session is running on. *

* * @param fleetId * A unique identifier for the fleet that the player's game session is running on. */ public void setFleetId(String fleetId) { this.fleetId = fleetId; } /** *

* A unique identifier for the fleet that the player's game session is running on. *

* * @return A unique identifier for the fleet that the player's game session is running on. */ public String getFleetId() { return this.fleetId; } /** *

* A unique identifier for the fleet that the player's game session is running on. *

* * @param fleetId * A unique identifier for the fleet that the player's game session is running on. * @return Returns a reference to this object so that method calls can be chained together. */ public PlayerSession withFleetId(String fleetId) { setFleetId(fleetId); return this; } /** *

* The Amazon Resource Name (ARN) * associated with the GameLift fleet that the player's game session is running on. *

* * @param fleetArn * The Amazon Resource Name (ARN) associated with the * GameLift fleet that the player's game session is running on. */ public void setFleetArn(String fleetArn) { this.fleetArn = fleetArn; } /** *

* The Amazon Resource Name (ARN) * associated with the GameLift fleet that the player's game session is running on. *

* * @return The Amazon Resource Name (ARN) associated with the * GameLift fleet that the player's game session is running on. */ public String getFleetArn() { return this.fleetArn; } /** *

* The Amazon Resource Name (ARN) * associated with the GameLift fleet that the player's game session is running on. *

* * @param fleetArn * The Amazon Resource Name (ARN) associated with the * GameLift fleet that the player's game session is running on. * @return Returns a reference to this object so that method calls can be chained together. */ public PlayerSession withFleetArn(String fleetArn) { setFleetArn(fleetArn); return this; } /** *

* A time stamp indicating when this data object was created. Format is a number expressed in Unix time as * milliseconds (for example "1469498468.057"). *

* * @param creationTime * A time stamp indicating when this data object was created. Format is a number expressed in Unix time as * milliseconds (for example "1469498468.057"). */ public void setCreationTime(java.util.Date creationTime) { this.creationTime = creationTime; } /** *

* A time stamp indicating when this data object was created. Format is a number expressed in Unix time as * milliseconds (for example "1469498468.057"). *

* * @return A time stamp indicating when this data object was created. Format is a number expressed in Unix time as * milliseconds (for example "1469498468.057"). */ public java.util.Date getCreationTime() { return this.creationTime; } /** *

* A time stamp indicating when this data object was created. Format is a number expressed in Unix time as * milliseconds (for example "1469498468.057"). *

* * @param creationTime * A time stamp indicating when this data object was created. Format is a number expressed in Unix time as * milliseconds (for example "1469498468.057"). * @return Returns a reference to this object so that method calls can be chained together. */ public PlayerSession withCreationTime(java.util.Date creationTime) { setCreationTime(creationTime); return this; } /** *

* A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as * milliseconds (for example "1469498468.057"). *

* * @param terminationTime * A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as * milliseconds (for example "1469498468.057"). */ public void setTerminationTime(java.util.Date terminationTime) { this.terminationTime = terminationTime; } /** *

* A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as * milliseconds (for example "1469498468.057"). *

* * @return A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time * as milliseconds (for example "1469498468.057"). */ public java.util.Date getTerminationTime() { return this.terminationTime; } /** *

* A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as * milliseconds (for example "1469498468.057"). *

* * @param terminationTime * A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as * milliseconds (for example "1469498468.057"). * @return Returns a reference to this object so that method calls can be chained together. */ public PlayerSession withTerminationTime(java.util.Date terminationTime) { setTerminationTime(terminationTime); return this; } /** *

* Current status of the player session. *

*

* Possible player session statuses include the following: *

*
    *
  • *

    * RESERVED -- The player session request has been received, but the player has not yet connected to the * server process and/or been validated. *

    *
  • *
  • *

    * ACTIVE -- The player has been validated by the server process and is currently connected. *

    *
  • *
  • *

    * COMPLETED -- The player connection has been dropped. *

    *
  • *
  • *

    * TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated * within the timeout limit (60 seconds). *

    *
  • *
* * @param status * Current status of the player session.

*

* Possible player session statuses include the following: *

*
    *
  • *

    * RESERVED -- The player session request has been received, but the player has not yet connected to * the server process and/or been validated. *

    *
  • *
  • *

    * ACTIVE -- The player has been validated by the server process and is currently connected. *

    *
  • *
  • *

    * COMPLETED -- The player connection has been dropped. *

    *
  • *
  • *

    * TIMEDOUT -- A player session request was received, but the player did not connect and/or was not * validated within the timeout limit (60 seconds). *

    *
  • * @see PlayerSessionStatus */ public void setStatus(String status) { this.status = status; } /** *

    * Current status of the player session. *

    *

    * Possible player session statuses include the following: *

    *
      *
    • *

      * RESERVED -- The player session request has been received, but the player has not yet connected to the * server process and/or been validated. *

      *
    • *
    • *

      * ACTIVE -- The player has been validated by the server process and is currently connected. *

      *
    • *
    • *

      * COMPLETED -- The player connection has been dropped. *

      *
    • *
    • *

      * TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated * within the timeout limit (60 seconds). *

      *
    • *
    * * @return Current status of the player session.

    *

    * Possible player session statuses include the following: *

    *
      *
    • *

      * RESERVED -- The player session request has been received, but the player has not yet connected to * the server process and/or been validated. *

      *
    • *
    • *

      * ACTIVE -- The player has been validated by the server process and is currently connected. *

      *
    • *
    • *

      * COMPLETED -- The player connection has been dropped. *

      *
    • *
    • *

      * TIMEDOUT -- A player session request was received, but the player did not connect and/or was not * validated within the timeout limit (60 seconds). *

      *
    • * @see PlayerSessionStatus */ public String getStatus() { return this.status; } /** *

      * Current status of the player session. *

      *

      * Possible player session statuses include the following: *

      *
        *
      • *

        * RESERVED -- The player session request has been received, but the player has not yet connected to the * server process and/or been validated. *

        *
      • *
      • *

        * ACTIVE -- The player has been validated by the server process and is currently connected. *

        *
      • *
      • *

        * COMPLETED -- The player connection has been dropped. *

        *
      • *
      • *

        * TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated * within the timeout limit (60 seconds). *

        *
      • *
      * * @param status * Current status of the player session.

      *

      * Possible player session statuses include the following: *

      *
        *
      • *

        * RESERVED -- The player session request has been received, but the player has not yet connected to * the server process and/or been validated. *

        *
      • *
      • *

        * ACTIVE -- The player has been validated by the server process and is currently connected. *

        *
      • *
      • *

        * COMPLETED -- The player connection has been dropped. *

        *
      • *
      • *

        * TIMEDOUT -- A player session request was received, but the player did not connect and/or was not * validated within the timeout limit (60 seconds). *

        *
      • * @return Returns a reference to this object so that method calls can be chained together. * @see PlayerSessionStatus */ public PlayerSession withStatus(String status) { setStatus(status); return this; } /** *

        * Current status of the player session. *

        *

        * Possible player session statuses include the following: *

        *
          *
        • *

          * RESERVED -- The player session request has been received, but the player has not yet connected to the * server process and/or been validated. *

          *
        • *
        • *

          * ACTIVE -- The player has been validated by the server process and is currently connected. *

          *
        • *
        • *

          * COMPLETED -- The player connection has been dropped. *

          *
        • *
        • *

          * TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated * within the timeout limit (60 seconds). *

          *
        • *
        * * @param status * Current status of the player session.

        *

        * Possible player session statuses include the following: *

        *
          *
        • *

          * RESERVED -- The player session request has been received, but the player has not yet connected to * the server process and/or been validated. *

          *
        • *
        • *

          * ACTIVE -- The player has been validated by the server process and is currently connected. *

          *
        • *
        • *

          * COMPLETED -- The player connection has been dropped. *

          *
        • *
        • *

          * TIMEDOUT -- A player session request was received, but the player did not connect and/or was not * validated within the timeout limit (60 seconds). *

          *
        • * @see PlayerSessionStatus */ public void setStatus(PlayerSessionStatus status) { withStatus(status); } /** *

          * Current status of the player session. *

          *

          * Possible player session statuses include the following: *

          *
            *
          • *

            * RESERVED -- The player session request has been received, but the player has not yet connected to the * server process and/or been validated. *

            *
          • *
          • *

            * ACTIVE -- The player has been validated by the server process and is currently connected. *

            *
          • *
          • *

            * COMPLETED -- The player connection has been dropped. *

            *
          • *
          • *

            * TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated * within the timeout limit (60 seconds). *

            *
          • *
          * * @param status * Current status of the player session.

          *

          * Possible player session statuses include the following: *

          *
            *
          • *

            * RESERVED -- The player session request has been received, but the player has not yet connected to * the server process and/or been validated. *

            *
          • *
          • *

            * ACTIVE -- The player has been validated by the server process and is currently connected. *

            *
          • *
          • *

            * COMPLETED -- The player connection has been dropped. *

            *
          • *
          • *

            * TIMEDOUT -- A player session request was received, but the player did not connect and/or was not * validated within the timeout limit (60 seconds). *

            *
          • * @return Returns a reference to this object so that method calls can be chained together. * @see PlayerSessionStatus */ public PlayerSession withStatus(PlayerSessionStatus status) { this.status = status.toString(); return this; } /** *

            * The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and * port number. *

            * * @param ipAddress * The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address * and port number. */ public void setIpAddress(String ipAddress) { this.ipAddress = ipAddress; } /** *

            * The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and * port number. *

            * * @return The IP address of the game session. To connect to a GameLift game server, an app needs both the IP * address and port number. */ public String getIpAddress() { return this.ipAddress; } /** *

            * The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and * port number. *

            * * @param ipAddress * The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address * and port number. * @return Returns a reference to this object so that method calls can be chained together. */ public PlayerSession withIpAddress(String ipAddress) { setIpAddress(ipAddress); return this; } /** *

            * The DNS identifier assigned to the instance that is running the game session. Values have the following format: *

            *
              *
            • *

              * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com. *

              *
            • *
            • *

              * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.) *

              *
            • *
            *

            * When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP * address. *

            * * @param dnsName * The DNS identifier assigned to the instance that is running the game session. Values have the following * format:

            *
              *
            • *

              * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com. *

              *
            • *
            • *

              * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.) *

              *
            • *
            *

            * When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address. */ public void setDnsName(String dnsName) { this.dnsName = dnsName; } /** *

            * The DNS identifier assigned to the instance that is running the game session. Values have the following format: *

            *
              *
            • *

              * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com. *

              *
            • *
            • *

              * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.) *

              *
            • *
            *

            * When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP * address. *

            * * @return The DNS identifier assigned to the instance that is running the game session. Values have the following * format:

            *
              *
            • *

              * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com. *

              *
            • *
            • *

              * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.) *

              *
            • *
            *

            * When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address. */ public String getDnsName() { return this.dnsName; } /** *

            * The DNS identifier assigned to the instance that is running the game session. Values have the following format: *

            *
              *
            • *

              * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com. *

              *
            • *
            • *

              * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.) *

              *
            • *
            *

            * When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP * address. *

            * * @param dnsName * The DNS identifier assigned to the instance that is running the game session. Values have the following * format:

            *
              *
            • *

              * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com. *

              *
            • *
            • *

              * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.) *

              *
            • *
            *

            * When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address. * @return Returns a reference to this object so that method calls can be chained together. */ public PlayerSession withDnsName(String dnsName) { setDnsName(dnsName); return this; } /** *

            * Port number for the game session. To connect to a Amazon Web Services server process, an app needs both the IP * address and port number. *

            * * @param port * Port number for the game session. To connect to a Amazon Web Services server process, an app needs both * the IP address and port number. */ public void setPort(Integer port) { this.port = port; } /** *

            * Port number for the game session. To connect to a Amazon Web Services server process, an app needs both the IP * address and port number. *

            * * @return Port number for the game session. To connect to a Amazon Web Services server process, an app needs both * the IP address and port number. */ public Integer getPort() { return this.port; } /** *

            * Port number for the game session. To connect to a Amazon Web Services server process, an app needs both the IP * address and port number. *

            * * @param port * Port number for the game session. To connect to a Amazon Web Services server process, an app needs both * the IP address and port number. * @return Returns a reference to this object so that method calls can be chained together. */ public PlayerSession withPort(Integer port) { setPort(port); return this; } /** *

            * Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as * needed for use in the game. *

            * * @param playerData * Developer-defined information related to a player. GameLift does not use this data, so it can be formatted * as needed for use in the game. */ public void setPlayerData(String playerData) { this.playerData = playerData; } /** *

            * Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as * needed for use in the game. *

            * * @return Developer-defined information related to a player. GameLift does not use this data, so it can be * formatted as needed for use in the game. */ public String getPlayerData() { return this.playerData; } /** *

            * Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as * needed for use in the game. *

            * * @param playerData * Developer-defined information related to a player. GameLift does not use this data, so it can be formatted * as needed for use in the game. * @return Returns a reference to this object so that method calls can be chained together. */ public PlayerSession withPlayerData(String playerData) { setPlayerData(playerData); return this; } /** * Returns a string representation of this object. This is useful for testing and debugging. Sensitive data will be * redacted from this string using a placeholder value. * * @return A string representation of this object. * * @see java.lang.Object#toString() */ @Override public String toString() { StringBuilder sb = new StringBuilder(); sb.append("{"); if (getPlayerSessionId() != null) sb.append("PlayerSessionId: ").append(getPlayerSessionId()).append(","); if (getPlayerId() != null) sb.append("PlayerId: ").append(getPlayerId()).append(","); if (getGameSessionId() != null) sb.append("GameSessionId: ").append(getGameSessionId()).append(","); if (getFleetId() != null) sb.append("FleetId: ").append(getFleetId()).append(","); if (getFleetArn() != null) sb.append("FleetArn: ").append(getFleetArn()).append(","); if (getCreationTime() != null) sb.append("CreationTime: ").append(getCreationTime()).append(","); if (getTerminationTime() != null) sb.append("TerminationTime: ").append(getTerminationTime()).append(","); if (getStatus() != null) sb.append("Status: ").append(getStatus()).append(","); if (getIpAddress() != null) sb.append("IpAddress: ").append(getIpAddress()).append(","); if (getDnsName() != null) sb.append("DnsName: ").append(getDnsName()).append(","); if (getPort() != null) sb.append("Port: ").append(getPort()).append(","); if (getPlayerData() != null) sb.append("PlayerData: ").append(getPlayerData()); sb.append("}"); return sb.toString(); } @Override public boolean equals(Object obj) { if (this == obj) return true; if (obj == null) return false; if (obj instanceof PlayerSession == false) return false; PlayerSession other = (PlayerSession) obj; if (other.getPlayerSessionId() == null ^ this.getPlayerSessionId() == null) return false; if (other.getPlayerSessionId() != null && other.getPlayerSessionId().equals(this.getPlayerSessionId()) == false) return false; if (other.getPlayerId() == null ^ this.getPlayerId() == null) return false; if (other.getPlayerId() != null && other.getPlayerId().equals(this.getPlayerId()) == false) return false; if (other.getGameSessionId() == null ^ this.getGameSessionId() == null) return false; if (other.getGameSessionId() != null && other.getGameSessionId().equals(this.getGameSessionId()) == false) return false; if (other.getFleetId() == null ^ this.getFleetId() == null) return false; if (other.getFleetId() != null && other.getFleetId().equals(this.getFleetId()) == false) return false; if (other.getFleetArn() == null ^ this.getFleetArn() == null) return false; if (other.getFleetArn() != null && other.getFleetArn().equals(this.getFleetArn()) == false) return false; if (other.getCreationTime() == null ^ this.getCreationTime() == null) return false; if (other.getCreationTime() != null && other.getCreationTime().equals(this.getCreationTime()) == false) return false; if (other.getTerminationTime() == null ^ this.getTerminationTime() == null) return false; if (other.getTerminationTime() != null && other.getTerminationTime().equals(this.getTerminationTime()) == false) return false; if (other.getStatus() == null ^ this.getStatus() == null) return false; if (other.getStatus() != null && other.getStatus().equals(this.getStatus()) == false) return false; if (other.getIpAddress() == null ^ this.getIpAddress() == null) return false; if (other.getIpAddress() != null && other.getIpAddress().equals(this.getIpAddress()) == false) return false; if (other.getDnsName() == null ^ this.getDnsName() == null) return false; if (other.getDnsName() != null && other.getDnsName().equals(this.getDnsName()) == false) return false; if (other.getPort() == null ^ this.getPort() == null) return false; if (other.getPort() != null && other.getPort().equals(this.getPort()) == false) return false; if (other.getPlayerData() == null ^ this.getPlayerData() == null) return false; if (other.getPlayerData() != null && other.getPlayerData().equals(this.getPlayerData()) == false) return false; return true; } @Override public int hashCode() { final int prime = 31; int hashCode = 1; hashCode = prime * hashCode + ((getPlayerSessionId() == null) ? 0 : getPlayerSessionId().hashCode()); hashCode = prime * hashCode + ((getPlayerId() == null) ? 0 : getPlayerId().hashCode()); hashCode = prime * hashCode + ((getGameSessionId() == null) ? 0 : getGameSessionId().hashCode()); hashCode = prime * hashCode + ((getFleetId() == null) ? 0 : getFleetId().hashCode()); hashCode = prime * hashCode + ((getFleetArn() == null) ? 0 : getFleetArn().hashCode()); hashCode = prime * hashCode + ((getCreationTime() == null) ? 0 : getCreationTime().hashCode()); hashCode = prime * hashCode + ((getTerminationTime() == null) ? 0 : getTerminationTime().hashCode()); hashCode = prime * hashCode + ((getStatus() == null) ? 0 : getStatus().hashCode()); hashCode = prime * hashCode + ((getIpAddress() == null) ? 0 : getIpAddress().hashCode()); hashCode = prime * hashCode + ((getDnsName() == null) ? 0 : getDnsName().hashCode()); hashCode = prime * hashCode + ((getPort() == null) ? 0 : getPort().hashCode()); hashCode = prime * hashCode + ((getPlayerData() == null) ? 0 : getPlayerData().hashCode()); return hashCode; } @Override public PlayerSession clone() { try { return (PlayerSession) super.clone(); } catch (CloneNotSupportedException e) { throw new IllegalStateException("Got a CloneNotSupportedException from Object.clone() " + "even though we're Cloneable!", e); } } @com.amazonaws.annotation.SdkInternalApi @Override public void marshall(ProtocolMarshaller protocolMarshaller) { com.amazonaws.services.gamelift.model.transform.PlayerSessionMarshaller.getInstance().marshall(this, protocolMarshaller); } }




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